KospY Posted May 8, 2015 Author Share Posted May 8, 2015 (edited) KIS 1.1.2 Released !Changelog :Compatibility fix for KSP 1.0.2 [Feature] Add "mountedPartNode" parameter in module "ModuleKISPartMount" to set the part node used on mount [Feature] Allow mount to be set on a moving attach node (KAS compatibility) [Feature] Send messages on part drop/attach (KAS compatibility) [Fix] Fix velocity reset on part creation in space [Fix] Prevent part node to be changed on mount [Fix] Prevent KIS dll reference error after recompile [Fix] Ingame user guide updated to 1.1 [Fix] Some spelling fixes [Change] Move KIS static item module to part module [Change] Allow carried container to be used This update will be needed for the next version of KAS Edited May 8, 2015 by KospY Link to comment Share on other sites More sharing options...
StoryMusgrave Posted May 8, 2015 Share Posted May 8, 2015 OOO. Yay. Great job KospY. I'm especially liking the wink with KAS Link to comment Share on other sites More sharing options...
smjjames Posted May 8, 2015 Share Posted May 8, 2015 (edited) Could you give an example of what you mean by a moving attach node? Like a node on a moving IR part? Just wondering here.cool that they can be carried now Edited May 8, 2015 by smjjames Link to comment Share on other sites More sharing options...
Meridius Posted May 8, 2015 Share Posted May 8, 2015 Is the KAS code now in KIS, or do you need both plugins? Link to comment Share on other sites More sharing options...
Eleven Posted May 8, 2015 Share Posted May 8, 2015 Any plans on going DDS with this? Link to comment Share on other sites More sharing options...
KospY Posted May 8, 2015 Author Share Posted May 8, 2015 Could you give an example of what you mean by a moving attach node? Like a node on a moving IR part? Just wondering here.cool that they can be carried now It's related to the KAS winches connectors. Link to comment Share on other sites More sharing options...
EdusacconBR Posted May 8, 2015 Share Posted May 8, 2015 is KAS going to be updated to 1.0.2? Link to comment Share on other sites More sharing options...
goldenpsp Posted May 8, 2015 Share Posted May 8, 2015 is KAS going to be updated to 1.0.2?Shakes head.... Yes of course, which you would know if you spend even 30 sec in the KAS thread. Link to comment Share on other sites More sharing options...
Smurfalot Posted May 8, 2015 Share Posted May 8, 2015 is KAS going to be updated to 1.0.2?Please go check that thread and read the last several pages of it and you will have your answer. Link to comment Share on other sites More sharing options...
skbernard Posted May 8, 2015 Share Posted May 8, 2015 i hate people Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted May 8, 2015 Share Posted May 8, 2015 Well, at least with the update we won't have people in here asking about compatibility every couple pages. Link to comment Share on other sites More sharing options...
Woodstar Posted May 8, 2015 Share Posted May 8, 2015 i hate peopleNot all, but me too! Link to comment Share on other sites More sharing options...
D'Car Posted May 8, 2015 Share Posted May 8, 2015 (edited) First thing - this type of functionality really ought to be vanilla. +1 internets for you, sir.Secondly - I'm playing around with the toys, and I found that when I removed/reattached a light from a ship in orbit ... the u key doesn't turn that light on/off anymore. Do we need a separate mod to rebind this kind of thing into appropriate action groups or did I screw something up?Edit - nevermind. The order of operations wasn't playing nicely at first. I got it. Good mod you have, here. Edited May 8, 2015 by D'Car Link to comment Share on other sites More sharing options...
darqen27 Posted May 8, 2015 Share Posted May 8, 2015 I would prefer if we didn't rush the author, KIS and KAS can cause some pretty disabling bugs.. and we love them both..So be patient. Link to comment Share on other sites More sharing options...
Renvolt Posted May 8, 2015 Share Posted May 8, 2015 Any plans on having a way to move fuel like in KAS? Link to comment Share on other sites More sharing options...
D'Car Posted May 8, 2015 Share Posted May 8, 2015 Any plans on having a way to move fuel like in KAS?Yeah ... build a line of docking ports and random structural elements between the two crafts in question. Link to comment Share on other sites More sharing options...
Aedile Posted May 8, 2015 Share Posted May 8, 2015 Hi, I have a question. Will KAS, ahem...Anyway, is there a way to make some actions available only with tool equipped? I mean somehow hook into it and have a right menu action appear only when certain tool is equipped? Link to comment Share on other sites More sharing options...
sp1989 Posted May 8, 2015 Share Posted May 8, 2015 is KAS going to be updated to 1.0.2?This is my response Link to comment Share on other sites More sharing options...
smjjames Posted May 8, 2015 Share Posted May 8, 2015 Spotted two typos on the user manual, I'll log a github issue. Just helping out here Link to comment Share on other sites More sharing options...
Horus Posted May 8, 2015 Share Posted May 8, 2015 Trying to attach "Ground base" part to a ground (right on a runway & next to kcs. didn't go too far away), however, after attachment I can push the base even with kerbal. Is it supposed to behave like that? I've expected smth. like KAS' pylon behavior. Or have I missed smth? Link to comment Share on other sites More sharing options...
sp1989 Posted May 8, 2015 Share Posted May 8, 2015 Spotted two typos on the user manual, I'll log a github issue. Just helping out here Since I am in a meme mood this post reminded me of this. Enjoy....... Link to comment Share on other sites More sharing options...
smjjames Posted May 8, 2015 Share Posted May 8, 2015 Since I am in a meme mood this post reminded me of this. Enjoy.......http://cdn.ebaumsworld.com/mediaFiles/picture/1255348/82557952.JPG*facepalm* I'm not even trying to be a grammar ...., just helping with small typos. Theres plenty of grammar issues, but that's understandable as english isn't KospY and winn79's first language and I don't care about the grammar issues that much and as long as the grammar isn't horribly mangled and illegible, it's fine.Besides, there was already a github issue correcting the misspelling of 'escape', so nothing wrong with helping with small spelling errors. Link to comment Share on other sites More sharing options...
Dimenus Posted May 8, 2015 Share Posted May 8, 2015 Am I stupid or is there not a way to put parts back in your inventory? I've got attached solar panels that I'm trying to put back in my inventory so I can EVA around and put them on another ship. Link to comment Share on other sites More sharing options...
Nicole Posted May 8, 2015 Share Posted May 8, 2015 Am I stupid or is there not a way to put parts back in your inventory? I've got attached solar panels that I'm trying to put back in my inventory so I can EVA around and put them on another ship.I believe the process would be that you need an Engineer Kerbal with an equipped tool (electric screwdriver or wrench), hold X to be using the tool, click over the solar panel to detach, then drop into inventory (may need to click and hold). I know that what you're explaining is possible with KIS. Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted May 8, 2015 Share Posted May 8, 2015 You don't need to hold x to remove parts, just to attach them. Link to comment Share on other sites More sharing options...
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